Remove Baking Remove Content Remove Texture
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.

Beta 106
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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

This laid out a vision of a new era of computer graphics for video games that featured photorealistic, ray-traced lighting, AI-powered effects and complex worlds with massive amounts of geometry and high-resolution textures. This allows users to focus less on tedious tasks and more on creativity.

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Cocos Creator 3.8.2 LTS has been released!

Cocos

Adjusted the scrollbar of various module panels in the project settings, optimized texture compression interface interaction (need to test if there are any abnormal displays on various pages, especially the texture compression page). Optimized texture compression task scheduling and build progress display during compression.

Baking 40
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene.

Code 52
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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed bone animation texture size error on some platforms that don’t support float point texture format. Fixed not being able to get input content in time for an input box on Android. Fixed crash issue when baking high-precision Lightmap for the terrain. Fixed memory leak of built-in physics module. .

Terrain 52
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NVIDIA Research: Learning and Rendering Dynamic Global Illumination with One Tiny Neural Network in Real-Time

Nvidia

They overcome the limited realism of pre-computing “baked” lighting in dynamic worlds and simplify an otherwise tedious lighting design process. It handles fine-scale textures such as albedo, roughness, or bump maps, and scales to large, outdoor environments neither requiring auxiliary data structures nor scene parameterizations.

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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

To show the benefits of GDeflate, we measured system performance without compression, with standard CPU-side decompression, and with GPU-accelerated GDeflate decompression on a representative game-focused dataset, containing texture and geometry data. Traditional data compression techniques are applicable to game content that rarely changes.

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